Not that it matters here, but I think a Heavy Mace is just Bludgeoning, not B/P. Theodore can't attack from where he is (there is a solid stone wall in between, and attacking from the other side of the gate would have a cover penalty), but being inside he will still hit even without the flank.
Isemene's bomb hits the flesh golem hound, which seems to stagger. It is Slowed for 2d6 ⇒ (1, 1) = 2 rounds.
Theodore wallops the creature.
Hound now at -33 HP.
Quinn's enhanced speed from Tiff's spell enables him to turn what would have been a fatal blow into a merely painful one.
Damage:2d6 + 7 ⇒ (2, 1) + 7 = 10
The doors above open, and the gnome regards you with hatred, holding an axe. "I will skin you alive..." He is 10' up, on the second story.
Eliza seems concerned but not shocked at seeing the initials and locations.
Eliza and Osprey await you near the entrance to the Maze of the Open Road. Both look somber and contemplative. A smudge of ash on Eliza’s cheek and disgusting stains on Osprey’s already filthy garb hint at the chaos of the earlier battle. Eliza turns to you with a wistful sigh as Osprey speaks with a low, scratchy voice.
“This Red Raven struck at Adril Hestram for a reason. The truth is that we have suspected Hestram of treachery against the Pathfinder Society for months. The Decemvirate asked me to investigate personally. The Talespinning was not a prelude to Adril’s promotion, but rather a test of his loyalty.”
“A test,” Eliza says, “Adril Hestram appears to have failed.”
Osprey smiles, his thin lips showing comfort and humor belied by his penetrating, avian gaze. “It remains to be seen whether you, his most trusted field agents, may yet pass. Guilt by association is not fair, but in the Decemvirate’s eyes it is prudent, especially in these dangerous times. Your investigations thus far have proven you loyal Pathfinder agents. Venturing into the Maze of the Open Road and solving the mystery of Adril’s assassination will assure your loyalty to the Society, and will surely gain the approval of the Ten.”
Eliza steps forward, her hand curling into a triumphant fist. “I believe in you. I have since the first day we met. Go into the maze. Learn what you can of the Red Raven’s operation and how it ties in with Hestram. Come back and report to us, and we will coordinate our next move.”
It is quite evident that you are being tested, and that no further direct assistance or information will be forthcoming.
You enter the Maze and Katswiri begins casting Legend Lore.
Images and words flood her mind.
Katswiri:
Masked figures - likely the whispered leaders of the Society, the Decemvirate - walking through the Maze and emerging to the Woodsedge Lodge.
A portal to what appears to be another world, a red planet with unfamiliar four-armed giants.
A portal to what appears to be the Mwangi Expanse.
A battle between a druid (who Katswiri knows to be the Forest King Narven) and a spellcasting medusa. The medusa's name comes to Katswiri's mind. Condria.
Condria, brooding in the Maze as apparently centuries pass.
Condria, battling Adril Hestram and falling dead.
Condria's body reforming on a white marble platform and rising again.
Condria petrifying an absolutely immense carnivorous ape and a number of Mwangi warriors.
You know that the chemicals used for preserving flesh for golems generally makes them somewhat vulnerable to fire and cold. However electricity heals them, as you know from The Beast.
Eliza Petalungro and Osprey look back and forth to each other.
Eliza appears alarmed, while Osprey looks... inscrutable.
"I do know the name," says Eliza hesitantly, "but I am not at liberty to discuss how."
"As to the Maze, as I said, it contains portals that connect to sites all over Golarion. The Forest King Narven, a powerful archdruid of the Arthfell Forest, cultivated it as a gift to the Pathfinder Society more than 200 years ago. Back then, Galt was a major seat of Pathfinder activity.
Eventually, Narven created more portals within the Maze to sites of magical power or other such interesting locales. These portals did have the effect of bringing strange beasts into the Maze, and it became quite hazardous. But still adventurous and wondrous.
The Maze itself is a powerful magical locale. You can't descend into the Maze from above, nor rise above it from within. Nor can you burrow through its walls. You will be forever tunneling through hedges and making no progress.
I don't believe it will actively teleport you if you are standing still. I believe the portals are ones you must consciously choose to use."
The party may act!I will roll a Perception check for Grine depending on what you do, but he's not going to be able to affect you this round.
Right now the gate is closed, Tiff is inside the courtyard 5' above the ground, and the flesh golem hound is moving to attack her (despite being muzzled).
The gate will take a move action to open from the inside.
Sense Motive DC 13:1d20 - 1 ⇒ (8) - 1 = 7 Rog8 and untrained in Sense Motive...
The prisoner looks uncertain but says nothing as Sorithar casts his spell.
"You done? Well, thanks for telling me that you're tracking me. Now I know that I can't go back. You may as well kill us; we'll never betray the Revolution."
His tone softens and shifts as he realizes that Sorithar could well be a friend.
"But maybe you aren't a monster like Adril Hestram. You seem an intelligent man. Maybe you were just mislead and need to hear the truth.
You see, your esteemed 'Venture-Captain' murdered Lord Teppin Montrose of Edme. Although a noble, Teppin Montrose was a friend of the Revolution and of the People of Galt. So the Red Raven was ordered to investigate. He personally communed with the spirit of Teppin Montrose who identified Adril Hestram as his murderer.
The Red Raven ordered us to pose as members of the household staff here weeks ago. Only today did we receive our orders to strike.
Look. Adril Hestram is dead, while you and your friends are alive. I suggest there is no need for further vengeance. We can each go our separate ways. You can tell Miss Petalungro that she has nothing more to fear from us."
"Involvement? Doctor Brada might have bought products from us. What of it? We sell to many customers.
If you know what's best for you, you will stay away from here.
The reagents and chemicals we use can be hazardous to the ignorant and the careless.
And our dog does not take kindly to intruders.
In fact, a piece of advice, outsiders. You are involved in that business with the Beast? Leave. Leave town at once. Your lives are in grave danger.
Now go."
He closes the doors.
Theodore:
You are quite certain that Doctor Brada was more than a customer, and that the gnome is well aware of the danger to your lives that he spoke of.
The doors on the second story open a few moments after the bell rings.
A small figure wearing rags appears, possibly a gnome.
"What do you want?" the figure snarls. "And why have you brought that beast to my door?" he snaps, pointing at the harpy.
The hound gets up and begins to pace in the courtyard.
Sorithar, make a Bluff check please. I don't think it will matter much as even with a saving throw this guy is unlikely to hit a 20, but he will choose to attempt a save if he doesn't believe you about the spell being cast.
An iron-wheeled cart sits in the courtyard, ready for deliveries. There is a door to the north, and double doors to the east.
Above the double doors, the second story also has a set of double doors opening to the outside. All of these doors are closed at the moment.
A disturbing creature rests in the southeast corner of the courtyard (not visible from the external gate). It looks like a dog, muzzled and chained to a cage (though the chain looks long enough to allow the dog to go anywhere in the courtyard).
Tiff Knows Arcana:1d20 + 12 ⇒ (12) + 12 = 24
The creature appears to be stitched together from the corpses of several different dogs. Like a flesh golem hound.
The building has a first floor about 60'x60', a second floor of the same footprint, and then a third and fourth floor that are a tower about 15'x15'.
Hound Perception:1d20 ⇒ 10 The golem-hound takes no notice of you flying above the courtyard.
The clay tablet is in a drawer. Eliza is going to lock the door when you leave the room, so you can try asking her for permission to transcribe it. The faction mission notes it would be better if she didn't know, but not absolutely essential. Your call.
Sorithar:
The gnomes had very little. Two Beads of Force, now used up, and the Rod of Wonder. Beyond that, each had:
+2 small light wooden shield
+2 leather armor
+1 short sword
cloak of resistance +1
All Small sized, of course.
The elf had:
MW rapier
bracers of armor +2
chime of opening
750 gp
Trokkus:
Nothing in the worms' guts.
The worm tunnels lead to what appears to be a major thoroughfare of the Darklands! This must connect to Galt’s rumored Low Highway.
For the Qadira faction mission, which nobody has. "Records from this time suggest that among the Lodge’s many secrets was a hidden passage to the Darklands below Galt, specifically the infamous 'Low Highway' used by brigands, savage humanoids, and creatures from the depths of the earth to safely travel throughout Galt far below the notice of the authorities."
The prisoners refuse to say anything other than "We struck for the Revolution. Kill us if you will, but the Revolution will live on."
Do you wish to try to persuade them to talk? If so, how?
And should I proceed with Katswiri's Commune as posted?
There are ten remaining +1 Flaming Burst arrows from the defeated archers.
Yes, you would need to be actually inside the maze to get the 1d4 x 10 minutes casting time.
There are reasons why the Venture-Captains aren't necessarily telling you everything they know about the Maze or anything else - this is in part a test of your abilities.
GM, I suspect that the Red Raven used a Cape of the Mountebank to dimension door away, given how it ended up happening (short range teleport, cape flourish, spellcraft spoiler implies its a spell effect but not spellcasting, spellcraft DC is for recognizing Dimension Door/other 4th level spell). That's based on my own meta knowledge of Pathfinder magic items though, is there a knowledge check that Katswiri could make to determine if the short range teleport was cast vs. magic item and what magic items could potentially do that?
I would say not. It's not actually that item anyway.
Katswiri wrote:
Also, I see Edme, Galt is marked on the map. Is that where we are, or is that somewhere else in Galt?
Somewhere else. Edme is in the eastern part of the country, while Woodsedge in in the west.
Are there any knowledge checks to know anything about the Red Raven?
No.
But lacking such specific DCs, I will offer this: the Red Raven is a folk hero of the bloodthirsty people of Revolutionary Galt, and the greatest bandit/detective in service to the nation’s Revolutionary Council.
It is trivial for the more knowledgeable among you to conclude that a feminine face with a crown of snakes is evoking a medusa; the amulet's ward against petrification reinforces this conclusion.
Neither the Greenstone Idol nor the Ophidian Necklace are specified as having caster levels, but Strong seems appropriate (CL 12-20). They do not have any magical properties beyond what is in the handouts.
Katswiri:
Eliza reluctantly lets you into the Secret Library to continue your search. She is present with you while you examine things, but requests that it be just one PC (to limit the potential mess) and insists that you put everything back as it was.
"These missives, dossiers, and other documents are sensitive. The fewer that see them, the better. Even the most well-intentioned can slip up and reveal that which they are not supposed to."
Among these documents, you see the Kathari fragment, a text in Ancient Osiriani. It is complicated enough that you will need to transcribe it, not just memorize it.
Eliza sees you notice the document but says nothing.
Venture-Captain Adril Hestram is well and truly dead.
Marc finds no lurking attackers.
Rallas finds nothing missing from the armory - the Pale Maiden was likely a primary target, but the thieves were slain or defeated before taking it.
In Adril Hestram's room, Marc finds several things of interest.
A greenstone idol of some Mwangi tribe most likely;
A fine emerald necklace with a snake motif; and,
A map of the world with a few annotations.
All of these added to the slides. Please take a look.
The remaining combatants either surrender or are beaten into unconsciousness. Some of the archers evade Marc, but the blinded ones are easily caught. The one that Marc had knocked out is now dead, his throat slit to prevent him falling into enemy hands.
Eliza emerges from the rubble.
She and Osprey can deal with any prisoners you wish them to handle.
I am pretty sure the random mooks don't have any gear that you would want to use, unless one of you is dying to have a Rod of Wonder. Overall they are very poorly equipped.
You have a few options now - Pursue the Red Raven? Interrogate prisoners? Speak with Dead on corpses? Try to follow the worms' tunnels?
Before you can run off to follow the Red Raven (if that would be your choice), Eliza speaks up.
"Not yet, my friends. There are some things you must know.
That hedge maze where the Red Raven fled? That is no ordinary hedge maze.
The Lodge’s books call it the Maze of the Open Road, and my own investigations reveal that it contains portals that connect to sites all over Golarion. It’s been here for centuries, and it’s extremely dangerous. I’ve been spending most of my time worrying about the rare curious citizen who sneaks onto the grounds and wanders in, but I wonder if I shouldn’t have been more concerned with what might come out.
Before you follow the Red Raven into the Maze of the Open Road, we should investigate the scene of the crime and see what can be learned. There’s no telling where the Raven wandered off to inside the Maze. If you’re to follow him, you’d best do so with as much information as possible.
I give you free reign to investigate the entire Lodge if there is anything here that might shed light on these events.”
And before anybody makes any checks, no, there is no Knowledge check to know anything about the Maze of the Open Road beyond what you discover in the course of the adventure. When there is a Knowledge check to be made, I will let you know (or probably just spoiler the information for those for whom it is within their Take 10).
A tall, iron chimney belches yellow clouds into the sky from this small brick factory. Large leaded windows arch in a dozen places on its outer walls, but they are so begrimed as to be opaque. The building has two floors and a tower, topped by a lightning rod.
As you approach, you smell acrid fumes coming from the chimney. Ismene easily identifies the smoke as a byproduct of acid and bleach production.
A twenty-foot-high stone wall, topped with broken glass, surrounds a small courtyard before the workshop. A heavy oak gate bars entry beneath a sign proudly proclaiming “Vorkstag and Grine, Chymic Works.” A bell hangs by one side of the gate.
Map is up.
You are outside the gate leading into the courtyard, and again, there is a bell there.
Rallas hits Black (was at -47/dazed/prone, now at -70 and unconscious).
Marc hits a gnome, tripping him. (I think the combination of tentacles and bodies will provide cover to a Small NPC.)
Fort DC 21:1d20 + 9 ⇒ (10) + 9 = 19Prone and Dazed
He then trips Grey.
Fort DC 21:1d20 + 4 ⇒ (2) + 4 = 6 Prone, Dazed, 31 damage
He then trips Red.
Fort DC 21:1d20 + 4 ⇒ (14) + 4 = 18 Dazed, 30 damage
He then trips Magenta.
Fort DC 21:1d20 + 9 ⇒ (2) + 9 = 11 Prone and Dazed
Trokkus hits Grey (was at -31, now at -50). His next attack (21 NL) drops him.
He then hits Red (was at -30). His next 2 attacks (40 NL) drop him too.
None of the foes are able to act this round, but the gnomes are only temporarily dazed.
Round 7
Humans (Red unconscious -30 w/40 NL, Grey unconscious -50 and 21 NL, Black unconscious -70)
Gnomes (Teal -8, Magenta -8, both prone/dazed)
Rallas
Sorithar -23
Trokkus -21
Marc
Katswiri -21
Archers
Chief Justice Ambrose Khard glares at Quinn. "Mister Harwood, we maintain order in this courtroom! No matter how angry they are, the public will respect our authority! Us, the Herald, the Holy Sister of Justice - the good citizens of Lepidstadt would not go so far as to threaten us or defy us.
We allow them freedom of speech within the bounds of decency, and remove them when they cross that line. This you have seen.
Stick to your presentation of the evidence and not how I manage my courtroom."
He is clearly unhappy with Quinn appearing to even hint that he is letting things get out of control, as if the very possibility is an offensive suggestion, and he storms out. You didn't actually make things any worse with him, but there's no way to get him on your side in this instance.
Judge Kasp Aldaar follows. "You have chosen your side, Barrister." He says this levelly, with little emotion.
The guards take the Beast back to its cell, through the path in the interior of the courthouse that avoids the public.
Judge Embreth stops near you and speaks quietly. "I share your concerns. I do not think the crowd will riot here and now - not with the Herald, Justices, and Holy Sister present - but at night? Once they have had a few drinks? When all that stands between them and the Beast are few ill-trained and possibly sympathetic guards who lack even a proper Sergeant? I would ask that you stay in the Courthouse tonight as extra security if you can. Be there by dark if possible."
At Quinn's revelation that the party has recovered the bodies, the spectators in the Courthouse gasp and murmur. The Hergstag families, mostly together in one area, look grief-stricken but perhaps a bit grateful.
Then one of the Lepidstadt townsfolk, a squat balding man with a crooked nose, shouts "Grave-robbing! Tampering with evidence!"
The crowd begins to shout and demand Quinn's head.
Even Prosecutor Otto Heiger looks uncomfortable at this. Gustav Kaple signals frantically to the Herald.
The Herald restores order and has the agitator removed. Quinn can continue with his testimony.
The Beast looks confused and started at Quinn's request. It hesitantly looks at the remnants of the book. The Beast reaches out for it, but the chains around its arms do not permit it to move much.
Shakily, the Beast starts to recite, "On a Fireday in Desnus the fairy said to me..."
The creature shudders.
"NO! They will laugh!"
The Beast shakes its head and stops, looking away from the book.
Even so, the ability of the creature to start at least a simple children's poem, and the clearly human reaction of embarrassment, may carry some weight. The justices look thoughtful.
But another of the observers then takes offense at this demonstration. A young mother with an infant in her arms.
"It mocks the dead children of Hergstag! It dares pretend to be a man! Kill it! Burn it!"
After another chorus of outbursts from the crowd, she too is removed.
The testimony concluded you've presented all the evidence for this part, the trial is about to adjourn.
This crowd is not merely angry and venting frustration. They are so riled up, and so many are convinced of the Beast's guilt, that they may well try to take justice into their own hands.
Katswiri's spell reveals the elf, untouched by the tentacles and on the north side of the room.
Two of the three humans try to wriggle free from the tentacles (Black is Dazed).
Red Escape Artist DC 27:1d20 + 14 ⇒ (2) + 14 = 16 Grey Escape Artist DC 27:1d20 + 14 ⇒ (4) + 14 = 18
Neither succeeds.
The elf casts a spell.
Spellcraft DC 19:
Freedom of Movement
One of the gnomes (Teal) slips free from the tentacles.
The gnome with the rod tries to slip out.
Escape Artist DC 27:1d20 + 17 ⇒ (20) + 17 = 37
The two gnomes move up, although one of them (Magenta) is at risk of being grappled again next round.
As expected, the mention of Ellsa causes the Beast to break into its strange shuddering fits that might at first be mistaken for laughing. But there is no mistaking its body language, nor the grief in its wailing cry.
"She was a friend! I fought the dark thing but couldn't hurt it. I know you bury dead people. I thought they would want me to do that and I could explain. But they didn't let me say what happened. Just attacked."
With some prodding, the Beast talks a bit more about the dead girl.
"Yes, she was a friend. She loved dragonflies but was scared of beetles. Her favorite flowers was the orange ones. She could climb trees real good." Ellsa's parents look to each other and begin sobbing.
The Court takes in the news of Brother Swarm and his destruction. Wraiths leave behind no direct evidence when they die, but Theodore's descriptive testimony is compelling.
Trokkus heals himself, Katswiri, and the servant of 21 damage.
Sorithar conjures a mass of tentacles. You can tell that the humans and gnomes are grappled, but can't tell about the invisible elf. The surviving servant is grappled and once again goes unconscious.
Marc hits an enemy.
Fort DC 22:1d20 + 5 ⇒ (17) + 5 = 22 Fort DC 22:1d20 + 5 ⇒ (13) + 5 = 18
Black is grappled, prone, and dazed with 41 damage taken.
The archers do various things (mostly seeking to flee).
Yellow vs Daze:1d20 + 1 ⇒ (12) + 1 = 13
There really isn't time for Tiff to fit in a sparring session - that's something Quinn can do while the others are preparing spells, the cavalier having found a local University student to spar with.
--------
If anything, the crowd is larger today, and is alive with talk of yesterday’s events. The clerks arrive early to prepare the courtroom, and as the time approaches 10:00 a.m., the other members of the court arrive.
The crowd seems more agitated today... perhaps it is because today's case involves the killing of children.
Otto Heiger presents the prosecution's case, full of salacious details to whip the crowd into a frenzy.
"We come now to the most horrid of the Beast's crimes! The gruesome and wanton murder of six children of Hergstag!
There can be no assertion of self-defense, nor even of greed. This was simple savagery, cruelty, and malice.
I now bring to you three sisters from that cursed village, who will detail how the beast slew six children and, when caught, was driven from the village. I call to the stand the sisters Garrow, Starle, and Flicht, to give their eyewitness testimony of events in the village.
They saw it bring back a dead child's body and laugh at their pain! Can you imagine? It laughed at their pain!
And the rest? That it didn't bring back? We can only imagine what it did to them. Did it break their bones? Eat their flesh? Sacrifice them to some demonic master? We will never know!"
The crowd erupts in anger, shouting "Burn the Beast!" before the Herald restores order.
The sisters take the stand, one at a time, each relating the events more or less as they told you. They seem nervous and unsure. All of them look to you as they speak and falter.
Garrow looks over at Quinn while speaking, and his professional demeanor as a prosecutor seems to remind her of her duty to speak the truth. "Well, no, Karin was killed after the Beast was driven out. We're not sure how. Maybe it only killed five."
Starle happens to catch Theodore's eye, and, fearing for the judgement of her soul before Pharasma, she too admits to an inconsistency in the story. "Karin's window was latched from the inside and wasn't broken in, so we can't see how the Beast could have done it."
Flicht notices Ismene, and remembering the alchemist's formidable intellect, she owns up to the facts. "It's true, we didn't tell it all the right way to Mister Otto Heiger the first time. That's on us, not on him. But we know the Beast killed the other five. Maybe their spirits killed poor Karin. It killed them and we never found their bodies."
The witnesses take their seats. Otto Heiger looks annoyed at their wavering testimony.
Barrister Gustav Kaple says, "You.. you have done well so far. But the murder of five children is still a dea... dead... a death sentence. Do you have evidence to present?"
As many of you can take the stand as you wish, in whatever order. If you want one to do it all, that's fine. Note the pieces of evidence you are presenting, and make a single Diplomacy check. I'm going to say that by taking the time to visit the sisters and getting them to admit the truth, you have already succeeded on 2 pieces of evidence.
1) Karin died 2 days after the Beast supposedly fled and was in her bed at the time
2) Karin’s bedroom window was not forced
So you can reiterate those if it fits into your argument, but it's not absolutely necessary.
If you are stuck on what evidence to present I can give a nudge but let's see what you come up with first.
Katswiri brings herself and Trokkus into the room.
A tall elf with long white hair wearing a fashionable powder blue silk shirt stands at the center of the lodge’s Armory. He wears a rapier at his side and holds the Pale Maiden in his left hand, his wide smile creasing his handsome face from ear to ear. Four human men dressed in red leather armor menace three wounded servants of the Woodsedge Lodge. Two similarly garbed gnomes cackle as their hands overflow with plundered knick-nacks from among the room’s many magical items. One of these twisted creatures holds a candy-striped rod in your direction, while the other sidearms two tiny black beads at you.
The gnome (Magenta) uses his candy-striped rod.
Rod:1d100 ⇒ 76
A blast of fire engulfs the southern half of the room, catching the three servants, the four human men, Trokkus, and Katswiri.
Fireball Damage, Ref DC 15 for half:6d6 ⇒ (2, 4, 6, 4, 2, 3) = 21 Red Ref:1d20 + 9 ⇒ (10) + 9 = 19 Grey Ref:1d20 + 9 ⇒ (19) + 9 = 28 Black Ref:1d20 + 9 ⇒ (7) + 9 = 16 "Watch it, you idiot!" shout the three men, who all seem unscathed.
Commoner Ref:1d20 ⇒ 13 Commoner Ref:1d20 ⇒ 18 Commoner Ref:1d20 ⇒ 7
The servants are not so lucky. Two are burnt to a crisp, while one suffers extensive burns but remains alive, barely. One at -7 HP, two others dead.
The other gnome (Teal) throws his two tiny black beads.
Ranged Touch vs Katswiri:1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
The bead hits Katswiri, doing 5d6 ⇒ (1, 1, 6, 2, 1) = 11 force damage to her and Trokkus. She also must make a Ref DC 16 or be enclosed in a Resilient Sphere.
Ranged Touch vs Trokkus:1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
The bead hits the wall, doing 5d6 ⇒ (4, 4, 6, 2, 5) = 21 force damage to Trokkus. Katswiri also takes the damage unless she failed the save vs the Resilient Sphere.
Some of the rules for the Bead of Force are rather unclear and this is my interpretation.
The blue-clad elf vanishes.
Spellcraft DC 17:
Invisibility
The transparent image on the map is where he was.
---- Round 6 ----
Rallas opens the doors, which had been held by an Arcane Lock spell. Full-round action
Round 6
Humans
Gnomes
Elf
Rallas
Sorithar -23
Trokkus, need Ref DC 15 vs Fireball; -42 or -53 HP
Marc
Archers
Katswiri, need Ref DC 15 vs Fireball and Ref DC 16 vs Resilient Sphere; -21, -32, or -53 HP
I'm also trying to figure out how to fit the guys in the Armory into initiative. They were sort of part of the combat so I may just have them go at the top of the round. Or roll for them and slot them in. Need to see if the scenario specifies.
So Sorithar tries the door, finds it locked, tells Rallas to unlock it, then moves to the Courtyard doors and opens those.
Sorithar:
There is a huge hole in the exterior northeast wall of the Courtyard (the jagged yellow star). Through the hole, some 300 feet across the exterior lawn, you see a red-cloaked figure vanishing into a hedge maze.
Meanwhile, the double doors from the Courtyard to the Armory stand ajar. You hear the screaming coming from inside, while you can see a pair of gnomes that seem to be ransacking the Armory. There may be more figures inside the room but you can't see them.
Rallas spends his turn moving to the doors and then checking for traps -he finds none.
Will:1d20 + 2 ⇒ (19) + 2 = 21 The worm fails to shake off the dazing effect.
It takes a couple of hours to get back to town, especially now that it is dark.
You are let into the city and make your way to the townhouse. Nothing bothers you in the night, and you can even sleep in a little bit since the trail begins at 10 AM.
Please note any spells/formulae prepared and anything else you do in the morning, then we'll proceed with the trial.